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At the 3 minute and 30 second mark I state that the Flaming Status causes your helot to lose (1) Overall Condition to the Crowd Pile at the beginning of each command round. This is incorrect. The Flaming Status effect is (5) Overall Condition to the Crowd Pile at the beginning of each command round. This video was created before the rulebook was finalized.
Helot States
Some attacks, hazards and cards have lasting effects that change a helot’s state. Each of these states are represented by status indicators.
The Prone State
When a helot is in the Prone state, they are on the ground in an unfavorable melee attacking position. These helots will not have the ability to attack until they have regained their erect position. While prone, the helot’s opponents will enjoy an extra (2) AP to only be used against the helpless target.
Helots defend attacks as normal from the PRONE position.
This extra (2) AP bonus can only be awarded once per Command Round.
The Grappled State
When a helot is in the Grappled state, they are at the mercy of their captor until liberated. A Grappled helot may spend MP during their Command Round to attempt to Liberate, but if all their attempts fail, they will forfeit their remaining AP and suffer the appropriate penalties.
Blood Tiles have no effect on Grappled or Grappling helots. However, if either helot is located in a Guts Tile the normal movement penalties apply. This includes the Liberate action.
The Armed State
A helot must spend Action Points to draw or store a weapon, the amount spent is determined by the weapon. When a weapon is drawn, the helot is in the Armed State. A helot always has the option of dropping a weapon at (0) AP cost, removing the weapon from the game.
A helot cannot grapple while armed.
Ranged weapons must be holstered (AP cost) or dropped (0 AP cost) before performing a melee attack action.
The Bleeding State
Helots who find themselves Bleeding at the start of their Command Round take (1) Overall Condition damage to be paid directly to the Crowd Coin Pile. To cease Bleeding a helot must Mend for (2) AP.
Bleeding does not stack, you cannot be MORE on bleeding.
The Flaming State
Helots who find themselves Flaming at the start of their Command Round take (5) Overall Condition damage to be paid directly to the Crowd Coin Pile. To cease Flaming a helot must Stop, Drop & Roll for (3) AP rendering the helot Prone and keeping the same FFD. A helot cannot perform this action in squares within a fires area of effect.
Grappling an opponent who is flaming also renders the attacking helot flaming as well.
If at the conclusion of a bout the last helot standing is flaming, they receive a (10) Cred bonus! Everyone loves a flaming helot!
Flaming does not stack, you cannot be MORE on fire. Helots will NEVER take more than five (5) flaming damage per command round. This rule supercedes any other instructions.
Expansion States
These states are not in the base game and are currently in the BETA testing stage.
The Radiated State
Helots that find themselves Radiated can no long increase their Trait Reserves durring the intiative round. Being radiated may also compound the effects of other helot states.
- Radiated + Flaming: While radiated, the Flaming State is unaffected by Stop, Drop and Roll.
- Bleeding + Radiated: While radiated, the Bleeding State is unaffected by Mend.
The Mutated State
When a helot finds itself in the Mutated State, it draws a card from the Mutation Deck and is no longer in the Radiated State. This mutation persists until the next Turning Point, then the mutation subsides and the helot is no longer in the Mutated State.